State of Play

Just to summarise on details of the code, DCs and PCFs positions etc:

1. Since the code developed includes licenced copies of the Havok engine, it cannot be re-distributed without breaking the licensing agreement.

2. Most of the modding has taken place by hacking changes to the LUA, and in some places guessing/probing the structure of the EXE/DLL code. Within the LUA, you are unable to change the core of the code, such as network code.

3. Editing the code to create playback demos *should* be the equivalent of allowing the client to connect in a passive mode to a virtual server (i.e. netdemo). Ideally this is done at the network level (within the core). A work-around might be to run a server and have bot-actors move around based on logged position/velocity data from the LUA only. Basically for such a process you would have to log every event and all the entity positions and states often enough for a smooth playback. During PK++ development this was started, but delayed since it looked as though PCF might finish their work.

4. PCF do not own the code, DC do (both the code and the branding). PCF were contracted lastly to work on the XBox version, but are now working on new projects along with their new publisher THQ. DC were recently ACQUIRED by JoWooD. DC havent given any clear indication yet of Painkiller 2, but if they do it will not be developed by PCF.

5. Multiplayer within PK was only ever thought of at a late stage for something that could be done with the SP game. The amount of time and effort put in was minimised on the MP part. This was also true for any commitments to the CPL, most of which were not even a real concern of PCF. The CPL were driven to use PK mainly because of the opportunity to have CPL branding on a retail game (regardless of whether it was popular in the MP community or not).

6. Neither DC nor PCF had sufficient testing facilities for MP testing. Most of the MP code had minimal one-off testing which explains the vast number of bad bugs seen.

7. Netcode after version 1.35 was an attempt to improve the number of players on the server, as well as allowing more configuration for different types of connection. Following a beta test (run by pkeuro), no more work took place on the netcode, and it was left. Further improvements could have been made, particularly either if PCF had continued the work, or had the netcode code been made available to mod developers. If the latter had been the case, we might have seen something compariable in terms of netcode to Quakeworld or similar by now.

8. Rocket jumping in 1.62 was broken due to some false testing. This issue was only resolved in PK++. Additionally many of the other bugs still exist in VPK, such as mis-timing on items, random telefrag kills, no spectator HUD, and so on.

Should We Petition?

Should we petition DC that the improvements to PK which took place to convert it to the XBox, be released as a patch for PK to improve it?

Having seen PK on the XBox in the previous news post, and being aware that a large amount of work has gone into improving and optimising the game to be able to run so slicky on this platform, should we ask whether the PC version is updated? It would be interesting to know whether netcode improvements occured too.

Bleezy Painkiller Xbox Vid

As posted over at the DC PK XBox forums, Jook of Bleeze.net has uploaded a video for us to see how Painkiller performs on a console. The video features: Jo0k (POV) vs. NsN JA1LB1RD

Obviously the XBox version comes without any of the Mods we are used to.

You can grab it for yourself and see what you think, here: http://files.filefront.com/BleezynetPKXInaugural1v1Dwmv/;5517683;;/fileinfo.html

Painkiller PK++ Funcup #2

Mason Gaming has announced another ‘Fun Cup’ for PK using the PK++ mod.[q]Next Painkiller PK++ Funcup is at 03.12.2006.
We play Double Elimination bo3 again.
There will be no bracket problems ! so we can run the cup without any complications. You have to Sign up twice. 1. between 14.11.2006 and 02.12.2005.
2. @ 03.12.2006 between 15:00 and 17:30CET
We start at 18:00CET. For Signup pm mason“ in #pk.1on1 irc Quakenet. #pk.1on1 is this time the official Cup Channel so please perform this Channel and stay there [/q]You can read more about it on http://www.mason-gaming.de/

Someone to Take the PK++ Torch?

After work on PK++ draw to a close, I have ended up with various small requests for tweaks and new features. Also there are some mods which struggle with various aspects of what PK++ has already done. It would be good to see someone take on further development of PK++ to improve it yet further. It *may* even be possible to improve the netcode slightly from it, and is certainly possible to fix the demo code. I can give pointers to thoughts I had during PK++ on this but ran out of time to fix.

But who will take on the torch?

If you wish to work on PK++, please abide by the licensing, and if you wish to work on it openly through Sourceforge, this can be arranged… just drop me an email at kerberos99@hotmail.com or talk with me Blowfish on quakenet irc.

You can find the source code release, HERE.